Soul Bound (5e Race)

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Soul Bound[edit]

A Soulbound is a creature whose soul no longer occupies an organic form, but has been removed and bound to another; most commonly a suit of armour, though in rare cases a golem or shield guardian. This magic is beyond most mortal casters and is most often the result of divine intervention to rescue a soul from a dying body. Soulbound are exceedingly rare and not widely known, often being mistaken for common monsters such as Helmed Horrors, Animated Armors, or Golems.

Mortal Mind[edit]

While a Soulbound is capable of learning and growing smarter and wiser after the binding, it will never grow in emotional or mental maturity from the time it left its body, and since Soulbound typically outlive their organic counterparts and expected lifespan, they often struggle with keeping their memories in order, or recalling specific events more than a few decades later. Many Soulbound also have longing for the taste of food and drink, and other comforts of the flesh that they are incapable of experiencing.

Immortal Body[edit]

A Soulbound appears as a contiguous, armoured form filled with a shadowy darkness, the helmet or hood of which contains two piercing motes of light through which the Soulbound perceives the world. The armor responds to external pressure and physical contact as if it is filled rather than hollow, though the space inside can be filled or occupied, and the various pieces of the armor can be removed and separated with no more than minor discomfort to the Soulbound. Most Light and Medium Armored Soulbounds that aren't equipped with a helmet choose to adopt the use of a mask to avoid being mistaken for something sinister. A Soulbound's pieces are tethered to one another magically to a 5ft radius, and actively seek to rejoin the chest piece if separated.

Soulbound Traits[edit]

Ability Score Increase. Your Constitution score increases by 1.
Age. A Soulbound is considered in most cases to be a magical item capable of perfect regeneration as far as physical wear and tear, however mentally and emotionally one is limited to the maturity of the age and race of the soul itself when it was bound. Soulbound that survive more than a few centuries tend to suffer memory trauma and cognitive dissonance converning long-term memories. The maximum age for a Soulbound has not yet been determined; it depends mostly on the Soulbound's lifestyle and exposure to risk.
Size. A Soulbound is usually between 4ft and 9ft tall, and has a weight according to the kind of armour it is bound to. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. Though you are still driven by a living soul, your body is artificial. You are immune to Disease, the Poisoned condition and poison damage. You do not need to breathe, eat or sleep, and anything you attempt to consume will simply fall inside your inner cavity. Instead of sleeping, you may enter an inactive state during which you remain motionless but do not dream; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You receive the full benefits of a long rest, except for restoring HP, after 4 uninterrupted hours of this state.
Artificial anatomy. You are a suit of armor made of a variety of durable materials. Your creature type is Construct. Spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. When you reach 0 HP you do not make death saving throws, and instead stabilize automatically. A Soulbound may recover hit points through a ritual innately known to them, which requires no material components to cast. This ritual restores their HP to maximum and takes 4 hours to fully prepare and cast. Alternatively, as part of the casting of the spell mending, the caster may expand any number of spell slots(minimum 1) causing you to regain a number of hit points equal to 1d8 + their spellcasting ability modifier. When you do this using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Artificial senses. Because you do not have physical eyes or ears, your senses are magical in nature. You have advantage on saving throws against any effect that can cause the Blinded or Deafened conditions. You also feel no discomfort from normal extremes of temperature, and are immune to Exhaustion caused by exceptionally hot or cold natural environments.
Vigilant. Due to your inorganic nature, you have resistance to certain effects. You have advantage on saving throws against being Charmed and Frightened, and you cannot be put to sleep by any means.
Antimagic susceptability. You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Naturally armored.. As a Soulbound, your body is composed of magical material that makes you inherently armored. This material takes the place of armor and thus cannot be worn with armor. Any spell or ability that treates a creature armored in metal differently considers you to be armored as such, regardless of your appearance and subrace. Each of the Soulbound subraces has an AC based on the type of armor they are bound to, including your Proficiency score, which represents your growing familiarity with your artificial body.
Languages. You can speak, read and write Common and up to one extra language of your choice based on the background of the Soul bound to the armor.
Subrace. As a Soulbound, you have slightly different properties depending on the kind of armor to which you are bound. Choose one of the following subraces.

Light Armor Soulbound[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Lightweight. Your base speed is 40ft.
Armor class. Your AC is equal to 8 plus your Dexterity modifier, plus your proficiency bonus.

Medium Armor Soulbound[edit]

Ability Score Increase. Your Dexterity or Strength score increases by 1, and your Constitution score increases by 1.
Flexible. You can take the Dodge action as a bonus action a number of times equal to your Dexterity modifier(minimum 1). You regain all expended uses of this trait when you complete a long rest.
Armor class. Your AC is equal to 11 plus your Dexterity modifier (Max 2) plus your proficiency bonus.

Heavy Armor Soulbound[edit]

Ability Score Increase. Your Strength score increases by 2.
Heavy plating. At the end of every short rest, you gain temporary hit points equal to your level.
Armor class. Your AC is equal to 15 plus your proficiency bonus.

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